<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"><channel><title>Notes from the build — Chip Chill Games</title><description>Essays on craft, and dev logs from whatever we are making right now.</description><link>https://chipchillgames.com/</link><language>en</language><item><title>Tower Blast! DevLog 02 — Ten Skies, One Tower: Building the Living Themes</title><link>https://chipchillgames.com/blog/tower-blast-devlog-02/</link><guid isPermaLink="true">https://chipchillgames.com/blog/tower-blast-devlog-02/</guid><description>Pastel, snow, sunset, space, volcano, ink — one run can travel through all of them without cutting away.</description><pubDate>Fri, 31 Jul 2026 00:00:00 GMT</pubDate></item><item><title>Tower Blast! DevLog 01 — From Levels to Endless: How the Game Found Itself</title><link>https://chipchillgames.com/blog/tower-blast-devlog-01/</link><guid isPermaLink="true">https://chipchillgames.com/blog/tower-blast-devlog-01/</guid><description>We removed the map, kept the tower, and found the loop hiding in plain sight.</description><pubDate>Thu, 30 Jul 2026 00:00:00 GMT</pubDate></item><item><title>Why a Two-Person Studio Writes Server-Grade Architecture for a Phone Puzzle</title><link>https://chipchillgames.com/blog/server-grade-architecture/</link><guid isPermaLink="true">https://chipchillgames.com/blog/server-grade-architecture/</guid><description>For a tiny team, clean architecture is not ceremony. It is how tomorrow stays affordable.</description><pubDate>Wed, 29 Jul 2026 00:00:00 GMT</pubDate></item><item><title>The Chill Is Engineered: Designing Games That Feel Effortless</title><link>https://chipchillgames.com/blog/the-chill-is-engineered/</link><guid isPermaLink="true">https://chipchillgames.com/blog/the-chill-is-engineered/</guid><description>A game feels easy when thousands of small decisions stop asking for your attention.</description><pubDate>Tue, 28 Jul 2026 00:00:00 GMT</pubDate></item></channel></rss>